HeroOfTheWinds wrote:Iqualfragile wrote:Why go up? The possibility of going down is completly underused in minetest.
There could be many layers that are either split by one harder layer or each have a different ground material (the first two being earth and normal stone).
You would then need to collect materials and craft things on each layer to reach the next one. Each layer could be a bit different in terms of atmosphere, there could for example be different animals on each layer and the cave gen could be different. Also maybe using a main colour per layer might be a good idea.
See: Jordach's Big Freaking Dig. It may not have a set goal of getting down to a certain point, but that presence of "layers" is definitely there. Just toss in the feature to make it recognize you reached a certain point.
Another possible way of doing the technology goal: have an achievement system, with the additions of so-called "Great Achievements" that are especially tough to get, and a sort of "Grand Quest/Achievement" that constitutes beating the game. So, for example, setting up your first working MV Technic circuit could be an early to mid game "Great Achievement," while making a nuclear reactor circuit would be a late game one. Building a specific circuit equivalent to a rocket could be the "Grand Achievement," and simultaneously teleport the player to a special version of MoonRealm as a reward.
Likewise, with more work, CaveRealms could furnish a layer effect similar to the above described, and perhaps have some sort of temple at the "center" of the earth that needs conquering.
EDIT2: BFD does have world layering, which iron tools stop working on crust stone, and diamond / mese at mese stone layer. The mobs spawn far more at those depths. (Even in moderate light.) Dungeon Masters are only visible at crust and below.
Actually, BFD will look like some ultimate hybrid of Tekkit Classic, Yogscast Complete and other MC mods/modpacks. (It'll run smoothly by itself, with no external mod requirements.)
The base level is "factions", which are three skill trees, which are helped by three subtrees:
Skill Trees:
Futurology and Atomic Physics
Alchemy and Quantum Nature
Magic and Spirits
Sub-Skill Trees:
Mining Techniques, Ore Knowledge and Wood Working
Jewler, Fine Arts and Crafts
Farming, Cooking and Smithing
After playing said modpacks for a while, I learned that my game is missing either element, and is not balanced in the way PvE/P works.
Think of Rock, Paper, Scissors in how the main skill trees work, Futurology is stopped by Magic, Magic by Alchemy, Alchemy by Futurology, and the second half of the main skills are in reverse.
The subskills are designed so you don't spend a single hour and end up being the magic/technologic singularity. (Can confirm, EE2 is overpowered.)
Unlike other RTS / RPG games, where you have to deal with your choice of skill tree and or tech tree, you can use all three, ala Skyrim. This can make for interesting choices. I did consider Alchemy to have "Religious Understanding" as the secondary skill, but that'd cause issues with people.
EDIT3: Achivement systems are overrated, which defeat the point of a sandbox game.